I'm currently in the works of putting together a Command and Conquer 2D top down AARPG-ish Turn Based game.[Can be tile based, could be irregular point to point based (randomized tile location than just a grid.)

75 years in the future, and a decade after disasters of sorts. You name it. Nuclear war, fallout, aliens, who knows.... The world is now pretty much a vast exotic wasteland.

The player is in charge of a group of Soldier-turned-civilians of survivors who haven't been killed by the extremes of the environment and savage society of modern post-apocalyptic times.

The player controls these units in areas adjacent to the previous starting from the Capitol Base where the player can trade resources for credits and other resources, recruit new units for credits etc.

When the player enters an area, they must progress through to the next one in order to find more innocent survivors willing to join your cause of rebuilding the land which was destroyed.

The main enemy would be the hostiles in each area that are doing the same thing you are; obtaining resources, upgrading their objects (Crafting) and also fighting off mutants and monsters as well.

Another thing I would like to mention is how I plan on creating the Units in the game. For actions completed, or enemies slain, they gain points that can be used in a skill point web that the player can customize their abilities, and efficiency in their abilities.

For instance, if the player feels they want to turn a Unit into a scout and scavenger, they would put points in the skill web that allow the unit to do so.

Or, the player could make a defensive unit that can carry lots of resources, and a few other units that can intercept hostiles attempting to kill the "mule" of resources.

For the time being, I'm able to test out the progress I make in my game (because I don't have graphics or assets to go with the game) by referencing the game grid offsets to the mouse, and it works A-OK until I can find someone capable of providing sufficient placeholders, or implementing the end result of graphics that work well.

I am streaming the creation of the game on Twitch.tv/epicmice as well.

That's all I can think of for the synopsis and game development I've come up with, there's a bit more scattered information I left out, but if anyone would be interested in it and would like to take part in the game's creation, please PM me.

I would like more people to work along with. I feel this game would really be something the way I imagine it. I am totally capable of making it happen myself, but there's so much time I have to invest and I'm doing it alone as well.

If anyone feels confident in their ability to program in java, or provide good graphics, ideas, it would be nice to have that.

I don't have money to pay for anybody contributing, however. But in the case that this game does become crisp and clean enough to be released to the public, I would gladly split the earnings equally.

So I'm looking for those who can code for now, and if someone would like to provide graphics this early on after we discuss what I see the game to be like, I would be happy to maneuver some code around to test the game with.

The difficulty of the game encounters is adjusted according to the success rate of the player and stats of units the player controls.

What can I provide:

Anything code-wise. I can program any part of the game, it just requires alot of trial and error, and me adjusting the way things are handled so that the game feels like a game, and everything seems natural to the players. (Tweaking.)

Not trying to bum you out but I can't think of a single time someone wanted to start a project on here that was team based that got further then the first post looking for team members. Best advice would be to start dev and give a link to the projects github or w/e and allow people to contribute when they can.

You can't bum me, I'm working on this while we speak. I have a twitch stream I run when I have a huge block of time for anyone interested in watching someone type code for a future game.

This is something I put my time into. It's just me until someone interested wants to communicate on skype or ts while we program. I prefer to discuss methods of doing things rather than doing it myself with a "biased" code. If I have no-one who can call me on something I've done ineffectively, then I can improve my programming ability for future instances.

I guess I'll have to look into using github for that purpose then as well.

1. 99.99% of projects using volunteers fall through, due to lack of motivation. You gotta provide them with a reason to keep working with you!

2. An idea is just that - an idea. Without an implementation, an idea is useless. If you have an idea and no art, at least develop a prototype of the game with placeholder sprites, and maybe an artist will be interested in joining you. Speaking from experience though, these artists are 99% of the time not reliable unless you pay them though.

Also, I would not recommend streaming development of the game. It's pointless (no offense) because it's boring to watch other people code. If you had the time for that, you'd just be coding your own game.

Do not post in this board if you are a newbie to Java or Game Development.Consider the practicality of your project and then post.

Either of those rules I'm assuming you've assumed I've broken?

I'm streaming because I want to. I don't care if it's pointless to anyone. I have regulars who have followed me to check in every now and then when I'm online.

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Post what libraries, engines, and languages you are familiar with.

If it is this one, then no, I am not familiar with any that are built off of java expecting to be more efficient than to provide a general api for those who would not know what they were to do in the first place.

I work with the default library/api. The library of which libraries are based off of.

It means, the way I run my game is by using rectangles as reference to objects, and dots as reference to units. I use 2d point arrays and add offsets to emulate actual tiles.

For instance, an object at location 4,7 of the grid array can be used to test statements of containing the mouse pointer to match the rectangles drawn by the render method.

x*size of the rectangles + offset. I can match objects in the array by subtracting the offset and dividing the mouse coordinate by the size of the rectangles for the game to see that the mouse is on the tile at (4,7).

If I do it this way, I can use any 2d render method which could be in LWJGL, or SLICK2D whichever is decided upon.

I understand what you're saying, but LWJGL/Slick2D are not just "rendering" systems, they're entire frameworks for your game. Using LWJGL is completely different from using libgdx, and it's not so simple to switch between.

Not to mention, if you're recruiting someone most of the time they don't want to have to learn a completely new library

Right I understand that much, but as far as frameworks go, I'd love more to start from scratch and what other people I'm working with are putting in on, than using something that other people are using and may have to take time looking at.

I can draw something up, and tweak it how I like it, than install a new library, look at the docs, go back, test it out, go back to the docs again, make a post on the forums of said library, etc.

I have no need for the Tile Map library or w/e is used in slick2D that people are always referring to in the help section.

The only exception to that would be sound. Sure, a sound library would definitely be nice. If I knew how to deal with audio already, I wouldn't need to refer to anything unless I felt it had some sort of benefit.

I feel, the genre of the game that I am working on has way too many unrelated things slick uses that it would just be a pain to implement and do what I'm already doing.

The exception to that would be the LWJGL rendering methods and capability. This is what I meant, sorry.

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